#include "shaders/shadow_casting.h"

vec4 shadow_casting_vertex_shader(ShaderContext *output, const void *uniform, const void *vertex_attribute)
{
    (void)output;
    const shadow_casting_uniform *unif = (const shadow_casting_uniform *)uniform;
    const shadow_casting_vertex_attribute *attr = (const shadow_casting_vertex_attribute *)vertex_attribute;

    vec4 position = attr->position.to4D(1.0f);
    return unif->local2clip * position;
}

vec4 shadow_casting_fragment_shader(ShaderContext *input, const void *uniform)
{
    (void)input;
    (void)uniform;
    return VEC4_ZERO;
}